Skip to main content

Full text of "XBOX Manual: Forza Motorsport"

See other formats



■^ ^^H 






^P 1 l-OOK BACK 








A/^ T O R S P o R r 


Mamuai- Tramsmissiom 


(^ 1 VIBWS J 






19 iMr^K-^^-r-^nfl 


-^ LOOK |_BRX^^^ 
\£/|rIC3MX, back ' 


.J» ^Ik 






■ ^ ~^^H 


0205 Part No. X1 0-90863 1 



Get the strategy guide® 






A very small percentage of people may experience a seizure when exposed to 
certain visual images, including flashing lights or patterns that may appear 
in video games. Even people who have no history of seizures or epilepsy may 
have an undiagnosed condition that can cause these "photosensitive epileptic 
seizures" while watching video games. 

These seizures may have a variety of symptoms, including lightheadedness, 
altered vision, eye or face twitching, jerking or shaking of arms or legs, 
disorientation, confusion, or momentary loss of awareness. Seizures may also 
cause loss of consciousness or convulsions that can lead to injury from falling 
down or striking nearby objects. 

Immediately stop playing and consult a doctor if you experience any of these 
symptoms. Parents should watch for or ask their children about the above 
symptoms-children and teenagers are more likely than adults to experience 
these seizures. 

The risk of photosensitive epileptic seizures may be reduced by sitting farther 
from the television screen, using a smaller television screen, playing in a well- 
lit room, and not playing when you are drowsy or fatigued. 

If you or any of your relatives have a history of seizures or epilepsy, consult a 
doctor before playing. 

Other Important Health and Safety Information The Xbox Instruction Manual 
contains important health and safety information that you should read and 
understand before using this software. 


Do not use with certain televisions. Some televisions, especially front- or 
rear-projection types, can be damaged if any video games, including Xbox 
games, are played on them. Static images presented during the normal course 
of gameplay may "burn in" to the screen, causing a permanent shadow of 
the static image to appear at all times, even when video games are not being 
played. Similar damage may occur from static images created when placing 
a video game on hold or pause. Consult your television owner's manual to 
determine if video games can be played safely on your set. If you are unable to 
find this information in the owner's manual, contact your television dealer or 
the manufacturer to determine if video games can be played safely on your set. 


Game Controls 

Game Screen (HUD) 

Main Menu 

Car Classes 

Arcade Race 

Career Mode 

Train Drivatar A.I. 

Replay and Telemetry 

Xbox Live 

Xbox Live Menu 

Custom Soundtrack 

Drivers' Notebook 


Team Credits 


Technical Support 









From the Options menu, select ^^^ 
Controller Options to: ^^ 

■ Pick an alternate controller setup. 

■ Change the D-pad to control your 
music (volume and track advance). 

■ Turn vibration on and off. 



When navigating the pre-race III, you 
can control scrolling Help text with 
the right thumbstick. 


Note that the display changes depending on your camera view. Within the 
Options menu, you have the ability to turn any element of your HUD on and off. 







^QEeusysss mP^mm 


BEST 01:55.000 
LA5]ri_01:55.0aO . 


'This effects your local and 
Hbox Live™ scoreboards. 

{illuminates when staying close behind or close ahead of another car to 
take advantage of the reduced air pressure created by the leading car) 


The assist indicator will illuminate when these are actively working 


■ Arcade Race 

Compete wheel to wheel against game-controlled (A.I.) drivers as you unlock 
new cars and Arcade race series (see page 9). 

■ Career Mope 

Compete online or offline in multiple race types, level up your driver to unlock 
manufacturer relationships, and earn money with which you can customize and 
collect cars (see page 10). In online Career races, you'll earn credits and level 
up your driver by racing human opponents. 


Race against another player on a split screen, use System Link to connect up to 
eight Xbox® consoles on a LAN (Local Area Network), or connect to the Xbox Live 
online service (see page 22). View scoreboards to see how you stack up against 
your friends, members of your Car Club, and the world (if you're not connected 
to Xbox Live, then you have access to local scoreboards only). 

bTime Trials 

Attempt to set the fastest single-lap time on a specific track with a specific car. 
Because all players are racing the same car under the same conditions, the only 
factor here is skill. 


Your times are uploaded automatically for any race to local and Xbox Live scoreboards, and 
depending on your rank, your ghost is uploaded automatically to Xbox Live scoreboards. You also 
can compete against a downloaded ghost in Free Run and Time Trials. 
To download I- ^nter Free Run or Time Trials. 4. Select the ghost you want to 

a ghost from 2. men you see Scoreboards, use to download, and follow the on- 

Xbox Live ^ toggle to the Xbox Live Scoreboard. screen steps to download it. 

UressOtoviewthescoreboardfull-screen. Tf^e ghost will be ready for you 

to race automatically. 

Note that you can download only one ghost at a time, and selecting a new track will delete the 
previously downloaded ghost automatically. 

■ Rree Rum 

Practice with any car on any track. There are three types of Free Run races:' 
Hot Lap, Autocross, and Point to Point. In Hot Lap, race around a track as many 
times as you want in an attempt to set the fastest time. In Autocross, race 
through cone gates in an attempt to set the fastest time. In Point to Point, race 
from one point to the next in an attempt to set the 
fastest time. 

. Orxionis 

Modify your audio options and soundtrack, make changes to the HUD, choose 
English or metric units, select your controller setup, and watch replays. 

IIM-C3AMB Assis-rs 

stability Management (STM) helps maintain vehicle control under difficult cornering conditions. 

Traction Control (TCS) maximizes grip between the vehicle's driven tires and the road surface 
under acceleration. 

Anti-Lock Braking (ABS) rapidly alters brake pressure to maintain maximum braking force at 
the threshold of wheel lockup. 

Suggested Line helps you learn racing technigues by drawing a racing line on the track. Green 
indicates you should accelerate, and red indicates you should slow down (by releasing the gas 
and/or applying the brakes). However, racing the suggested line doesn't guarantee victory. 
The optimum speed and line for each race might be different across drivers, cars, conditions, 
and setups. 


A car's class designates its performance level by taking into account attributes, 
such as grip, weight, and power. Car class can limit the races for which you 






Standard production class. Examples include the Honda Civic Type-R 
and the Ford Focus SVT. 

Sport production class. Examples include the Mazda RX-8 and the 
Honda S2000. 

Performance production class. Examples include the Acura NSX and 
the Audi RS 6. 

High-performance production class. Examples include the TVR Tuscan S 
and the Chevrolet Corvette C6. 

Ultra-high-performance production class. Examples include the 
Enzo Ferrari and the Porsche Carrera GT. 

Purpose-built race cars. Examples include the Audi R8 and the 
Bentley Speed 8. 

Upgrading a vehicle might move it out of its current car class. The only exception to this 
is class R; cars never move out of this class, and no car can move into it. 


Car classes D through S have four subclasses, with 1 being the highest rated and 
4 being the lowest. Class R has three subclasses. 

Class R Subclasses 




R-GT: Race cars based on entry-level sports cars or sport sedans with 
roughly 300 hp. 

R-GTS: Race cars based on mid-level sports cars or sport sedans with 
roughly 500 hp. 

R-Pl: Lightweight prototype race cars with roughly 600 hp. 

The Forza MotorsporV^ Arcade mode allows you to compete wheel to wheel 
against A.I. drivers as you unlock new cars and race series. 


When you first begin Arcade mode, you have access to a few tracks and cars. 

Unlocking the Next Series of Arcade Races 

To unlock the next series of races within Arcade mode, place in the top three 

against your opponents in all races within your current series. 

Unlocking Cars / 

You can unlock up to three cars in each series. Place at least third in every race 
to unlock one car for that series, at least second in every race to unlock two 
cars, or first in every race to unlock three cars. 


While in Arcade mode, you can load any cars from your Career mode Garage by 
selecting the My Cars icon on the Select Car Class screen. 

Career mode is the core of Forza Motorsport You begin your career with a small 
amount of credits (CR), which you can use to buy and upgrade cars. As you 
compete in races, you'll earn more credits. You can win cars by finishing first in 
all races within a Career series. If you're connected to Xbox Live, you also have 
the opportunity to compete in your career online. 

- Racb Rbsxricxioms 

Races in Career mode are restricted to specific types of cars. Restrictions 
include car class, manufacturer region, power, and weight. If you're not in 
the correct car for a specific race, you must select a different car from your 
Garage, buy a different car, or modify your existing car. 


Choosing a home region is important in Forza Motorsport, because it determines 
availability, cost, and rarity of the cars in your career. Entry-level cars, such 
as the Honda Civic or Ford Focus, are common (and thus inexpensive) in all 
regions. Middle- to high-level cars, such as the Nissan Skyline, Chevrolet 
Corvette, or Opel Speedster, are far more common in their home region and 
relatively rare (and thus more expensive) in other regions. Supercars, such as 
the Enzo Ferrari, Porsche Carrera GT, or Chrysler ME Four-Twelve, are equally 
uncommon and rare in all regions. The rarer your car is in your region, the more 
value it holds. 

Region also determines what aftermarket parts relationships you develop as you 
win money in your career (see page 11). After you choose a home region for a 
player profile, it cannot be changed. If you want to select another home region, 
you must create a new profile. 

You can buy and sell cars with other players, and this is a good opportunity 
to collect cars from other regions. Therefore, it is in your best interest to 
pick a region different from your friends', so you can buy and sell cars for 
profit that are rare in each other's regions. You can buy and sell over Xbox 
Live, via System Link, or between profiles on the same Xbox console. 


As you progress to different levels, you unlock relationships with different 
manufacturers. There are two types of manufacturer relationships you'll unlock: 

Parts Manufacturers - Unlocking a parts-manufacturer relationship results 
in discounted parts being available in the Buy Upgrades area of the 
Garage. For example, a relationship with a tire manufacturer can lead to 
discounted tires. 

Car Manufacturers - Unlocking a car-manufacturer relationship results 
in previously locked cars from that car manufacturer being unlocked and 
available for sale. Occasionally, a car will be gifted to you. 

By increasing your difficulty, you increase your potential earnings. The guickest way to increase 
your earnings is by making the game more challenging. 

By default, damage and fuel/tire wear are enabled. Depending on the race, you might need to pit 
when those options are turned on. 

\ Regardless of home region, by advancing your career, you eventually will gain access to 
f all cars in the game. Region has no bearing on your language or your country of origin, 
nor does it affect which tracks are available to you. 



Buy Upgrades 

Improve your car with a high-performance engine, drivetrain, chassis, and 
bodywork components. Add, remove, or sell parts from your car that you've 
already purchased (note: when you sell parts, you won't earn back the original 
purchase price). Upgrading a vehicle might move it out of its current car class; 
when this happens, you can uninstall parts if you want to return to a lower 
car class. 

■ Engine and Power - Engines make power by burning a fuel and air mixture. 
To make more power, you must improve the engine's ability to breathe and 
thus burn more fuel. To improve breathing in Forza Motorsport, intake and 
exhaust upgrades reduce restrictions on air flow into and exhaust flow out 
of the engine; fuel and ignition upgrades supply higher fuel flow and a hotter 
spark for better combustion efficiency; and turbo and supercharger upgrades 
force more air into the engine. 

■ Appearance and Aero - Customize your car's appearance to transform a 
generic car into /o(/rcar. Add front and rear spoilers and side-skirts to 
reduce wind drag, while increasing grip through higher downforce. Reduce 
weight with a carbon-fiber hood. 

■ Chassis and Drivetrain - The chassis is the structure to which the body, 
engine, drivetrain, wheels, tires, and even passengers attach. This structure 
affects handling-how well a car grips the road and how accurately it 
responds to driver inputs. Improve the chassis by modifying the suspension 
and stiffening and lightening the structure. The drivetrain transmits the 
power of the engine into motion at the wheels and the energy of motion 
into heat at the brakes and tires. Improve the efficiency, accuracy, and 
flexibility of the drivetrain by upgrading the transmission, clutch, brakes, 
differential(s), wheels, and tires. 

When installing and uninstalling parts, you'll see the following icons: 

You own this part, but it isn't installed. 

You own this part, and it is installed currently. 

Additionally, as you select parts for your vehicle, you can see that each part 
has up to three different levels above the stock part: 

■ Modified Part - This is an improvement over the stock setup. 

■ Clubsport Part - This is an improvement over the modified setup. 

■ Professional Part - This is the most advanced improvement for this 
setup and is designed for all-out racing. 

\ The Buy Upgrades area contains matched upgrade kits that are designed to improve 
' your vehicle's performance. These Idts will always improve your performance, and 
combinations of upgrade kits will show even greater improvement. You don't run the risk of 
decreasing vehicle performance when buying and installing upgrades. However, tuning changes 
made to your car in the Tune Car Setup area can affect performance adversely if done incorrectly. 


bTuisib Car Sbxur 

Forzd MotorsportaWam you control over your car's chassis tuning. Then, you 
can benchmark and test drive your new settings and save or load your favorite 
chassis setups. 

Tuning is a complicated process. All of the tuning options are related to and 
dependent upon each other. Furthermore, there is no "right setting." The best 
setting will change by track, by car, and by driver. The ultimate test of a setup 
is on the track, so tune your car, and then go test drive to see the effects of 
your changes. 



Go to Customize Paint to make basic changes to your car's paint job. Here, you 
can alter the paint on your car's body, mirrors, hood, and wing. If you want to 
create a detailed, unique design, you must select Apply Decals. 

_arri-v dbcai-s 

The Apply Decals area is the most advanced livery editor of its kind. Here, you 
can add decals and create custom vinyl shapes and patterns on your car. You 
also can create custom skins that designate your Car Club. 

Layers / 

The building blocks for your car's custom design are called layers. Each layer 
can contain one element: either vinyl or a decal. You can stack layers on top 
of other layers to create any design you want. There are six parts to your car: 
top side (including the hood), left side, right side, front bumper, rear bumper, 
and the wing. Each of these six parts has 100 layers-for a total of 600 layers 
on all sides. 

(continued on page 16) 

Higher-numbered layers sit above lower-numbered layers-that is, if you have 
a layer 1 and layer 1 on top of each other, layer 1 will cover layer 1. Here is 
an example: 

If you want to place a decal on top of a blue vinyl oval, you'd first create the 
blue vinyl shape on a layer. ▼ 

Next, you'd 

The decal layer sits on the oval vinyl layer, because it has a higher layer 
number. If the decal had a lower layer number, it would be hidden below the 
oval. This is a very basic example-remember that each of the six parts of your 
car has 100 layers, so your design possibilities are endless. 

Layer Options 

Within the Layer Options menu, you can copy, paste, insert, or delete layers. 
You also have the option to copy all layers from one side of your car and paste 
them on the other side of your car. 

Copy Custom Design 

You can copy your car's custom design and paste it onto another vehicle of the 
same make and model. This is very useful for Xbox Live Car Club members who 
want to have a unique design that designates their club. 

oo racb - 

carbbr racb xyrbs 


Amateur Races are single races, and the car restrictions aren't very strict. 
Specifications for Amateur Races are creative in their restrictions. 

Point-to-Point Races send you from one point to another along a turn- 
intensive course in an attempt to beat your opponents. 

Professional Races have very tight, competitive specifications for the cars 
that can enter. 

Championship Series races involve multiple races. For each series race, you 
are awarded points based on your finish. You don't have to finish first in 
every race, but you do want the highest point total at the end of the series 
of races. 

Endurance Events are extremely long events where pit strategy can be 
important and the potential for earnings is greater. 

Online Career races allow you to compete over Xbox //Ve against human 
opponents, while earning Career credits and leveling up. 


Drivatar^" technology is a form of learning artificial intelligence-it learns to 
drive like you by watching you race and emulating you. Train your Drivatar A.I. 
to use your racing techniques, so it can race for you in certain Career races 
(choose Load Drivatar from the pre-race Starting Grid). Note that you must pay 
the Drivatar A.I. a fee to enter a race for you, and this is deducted from your 
race winnings. To find out more about Drivatar technology, visit 

. Drivatar I.bssoms 


Race through the required Drivatar Lessons to demonstrate your racing 
techniques. You can add additional training to make your Drivatar A.I. behave 
more like you by selecting Free Training. One aspect of the training will be 
teaching your Drivatar A.I. how you handle the following turns: 


Right Angle 

Constant Radius 

(X) = AREX 

Dual Apex 




Replays are a powerful tool for analyzing race performance. You can review 
previously saved replays in the Replay Theatre by selecting Options from the 
Main Menu. 

Replay telemetry allows you to analyze race performance in intricate detail. 
For example, you can analyze tire load, camber, speed, and temperature to 
help diagnose setup problems, differential problems, and tire grip and wear 
issues. Study your own race, or learn from someone else. The following are 
some of the more advanced telemetry screens: 



This shows tire grip information-the circle shows available grip for m 

the blue line shows the actual force on the tire. When the blue line goes 

the red circle, you are sliding, because there is more force acting on the tire than 

there is grip available. A fast driver will keep the blue line at the edge of the circle 

when accelerating, decelerating, or cornering. If you see the blue line outside of 

the circle freguently, try to be more smooth in your actions on the track. 


This shows the current position of the suspension ^/^^j^KMKf^^^l- ^^^ ^^'^ 
to help determine proper spring and damping adjustmem^ommittle and too much 
movement can result in undesirable handling. 

Xbox Live is a high-speed or broadband Internet community where you can 
create a permanent gamer identity, set up a Friends list with other players, 
see when other players are online, invite friends to play, and talk in real-time 
as you race. In addition, by connecting to Xbox Live, you have access to online 
scoreboards, online car buying and selling, online Career races, and Car Clubs. 


Before you can play Forza Motorsportonlm, you must connect your Xbox 
console to a high-speed or broadband Internet connection and sign up for 
Xbox Live service. To determine if Xbox Live is available in your area and for 
information about connecting to Xbox Live, see and 
select your country. 


To sign in, you must first select or create a profile. Select Xbox Z/VeSign In 
from the Multiplayer menu. The most recently used Gamertag will be signed in 
automatically whenever you start the game. If Auto Sign-In has been turned off 
in the Xbox Dashboard, you won't be signed in automatically. 

5 For the latest information and stats tracking, visit 


UlsX MB<^%I ^ 

BquicK maxcm 

Quickly join an event. You'll be placed automatically based on your ELO ranking 
(see below). / / 

■ orxiMaxcm*^^ 

Be as specific or broad as you like about the type of competition, car, and game 
criteria for the race you want to join. Specify such parameters as the track, 
game type, and car class. Additionally, you can search for lobbies in which 
others are buying and selling cars by selecting Buy and Sell Cars as your 
Game Type. 

Create and host a race type with specific criteria, or create a lobby in which to 
buy and sell cars with other players. 

■ Oo xo carbbr 

Earn credits and level up by racing Career mode races online against human 
opponents. In Career Quick Match, human opponent are matched to your skill 
based on the ELQ ranking system. .^.^^"^ 


f The Forza Motorsport ELO ranking system is based on a chess rating system 
developed by Arpad Elo for the United States Chess Federation. An ELO ranking system 
factors such variables as a player's rating, the probability of a win for each player, 
and the effects of win or loss on a player's rating. 



Car CL.UB 

Car Clubs are an Xbox Live exclusive. A Car Club is a team of drivers who 
have joined together. Car Club statistics are tracked as a group, and a Car 
Club functions like a shared Friends list. You can always find your Car Club 
members online quickly, and you can track your Car Club members' stats in the 
scoreboards. Your Car Club can have members who are not in your Xbox Live 
Friends list. You can join only one Car Club, and as a member of the Car Club, 
you contribute to the Car Club's score. 

Creating a Car Club 

When you create a Car Club, you become the Club President. The President 
can recruit any member of the Xbox Live community to be in the Car Club. The 
President also can designate club members as Recruiters. 

\ Recruiters can add and remove members from the Car Club, but they can't remove other 
f Recruiters; only the President can remove a Recruiter. 

When racing or navigating the Ul, you have the option to listen to your own 
music. To do this, select Soundtracks either from the Options menu or from the 
in-game Pause menu. Then, select the soundtrack you want to hear. 

If you want to hear your own custom-created soundtrack, you must first create 
a soundtrack on the Xbox Dashboard. 


crbaxb am xbox 
■Pasmboarp SOU MPXRACK 

1. Remove the Forza Motorsport game disc from your Xbox console. 

Z. Go to the Xbox Dashboard Music menu. 

3. Copy tracks from an audio CD to a soundtrack. 

4. When you've finished creating your Xbox Dashboard soundtrack, place the 
Forza Motorsport ihz back into the Xbox console. 

For more information on creating soundtracks on the Xbox Dashboard, refer to 
your Xbox console instruction manual, or visit 

N u 1 i y H 



To maximize cornering speed, use the entire width of the track to make 
every corner as wide as possible. This provides the largest radius 
through the corner, allowing the highest speed given 
available tire grip. 


When approaching a corner, place your 
vehicle to the outside edge of the track until 
"turn in." Then, move from the outside edge 
to the inside edge at a point called "the 
apex"— somewhere near the middle of the 
corner. When past the apex, use the track's 
width to your advantage, moving 
back toward the outside edge as you 
complete the corner. 

Late and Early Apexing 

A "late apex" is an apex point after the 
geometric center of a corner. When late 
apexing, you give up some cornering speed, 
so there's more grip available to accelerate 
your car earlier. In some cases, the time lost 
because of the slower speed through the 
corner is made up for by the time gained 
through increased straightaway speed after the corner. 

An "early apex" is an apex point before the geometric center of a 
corner. Apexing early is less common, but it can be advantageous 
when driving through an increasing-radius 
corner (see page 18). You might try to 
apex earlier to maximize speed through a 
corner (by creating a wide line at the exit), 
but at some point, the line created runs 
too wide and off the outside of the track. 







Finding the Line to Maximize Speed 

Find the best path around the track for your vehicle and driving style. 

1 . Drive at a slow pace around the track until you know the layout. 

2. Begin to use the entire track width for all corners using very late 
apexes. This might seem unnatural at slow, non-race speeds. 

3. Slowly work your speed up, and pull each apex back about three 
feet with each lap. 

4. Eventually, you will need to use the entire width of the track on 
the exit of a corner. You are now very close to the vehicle's limits 
and should start moving apexes back in smaller increments. If 
you run off the outside edge of the track or must "turn in" again 
after you've passed your apex, you've apexed too early. 

5. When you've worked up to speeds and apexes that force you to 
use the entire track, then you've found your baseline around the 
track. This line might be different across drivers, cars, conditions, 
and car setups. 

6. Now, work on compromising certain corners to maximize your 
speed through others (where corners are close together). 
Generally, it's best to focus on corners with the longest straights 
after them, as the speed you carry through the corners will help 
you on the following straightaways. Use lap times and telemetry 
to determine the best compromises between corners. 



DRIVERS' NOTEBOOK (continued) 

Setting up the Pass 

Most passing happens under braking or coming off of a corner on to 
a straightaway. To pass under braking, first get as close as possible 
to the car in front of you. As you both approach a corner, move your 
car to the inside of your opponent and bring it alongside— try to 
have the nose of your car at least past the door of your opponent. ^ 
Brake later than the other car; with your nose ahead, your opponent " 
will not be able to make the turn. You now have "taken" the corner 
and are halfway through the pass. Drive through the corner (without 
hitting your opponent). Your opponent should fall in behind you; when 
that happens, you've "made the pass." Be aware that your opponent 
might try to re-pass you coming onto the straightaway (by late 
apexing), because the line you took through the corner was severely 
compromised to make the pass. 

If you have a faster car (or an evenly matched one), the safest place to 
pass is on the straightaway. If the cars are closely matched, you should 
be able to get close enough that your opponent has to start driving a 
protective (inside) racing line to keep you from passing in a braking 
zone. As the other driver brakes deeply on the inside of the track, swing 
to the outside of the track and prepare to hit a late apex. You should be 
able to drive to the inside of your opponent as you both exit the corner. 
Because you're on a late apexing line, you should have more speed 
onto the straightaway than your opponent, who's recovering from a 
very early apexing (protective) line. 

Blocking the Pass 

Passing often occurs in the braking zone. If a vehicle is close behind 
yours, you should protect the inside line while braking into corners. 
This isn't the fastest way around the track (and why a "qualifying 
line"— without opponents— is different from a "racing line"), but it 
will prevent the other driver from muscling in to the inside line. (If 
that happens, you'll be forced to drop behind or to take the outside 
edge of the track.) Even though you're driving more slowly using the 
inside line, it's far more difficult for the driver behind you to pass on 
the outside. 










Approved and Licensed Product of AC Car Group Pty, Ltd. 

Aston Martin Vanquisli and DB9 used under license from Aston IVIartin Lagonda Limited, 

Ford IVIotor Company. 

The trademarks regarding the Audi R8 Le IVIans 2000, Infineon Audi R8 Le Mans 2001, Audi S4, Audi TT 3.2 

6, Audi RS4, the Audi RS6 and the Audi TT-R 24h Nurburgring 2004 are used by Microsoft with the Express 

written permission of Audi AG. 

Approved and Licensed Product of Bentley Motors Limited. 'Bentley' and 'Continental GT' names, emblems, 

body designs, etc. are trademarks/names and/or the intellectual property right of Bentley Motors Limited, 

use thereof is licensed to Microsoft Corporation. 

The BMW and MINI trademarks are owned by BMW AG and are used under license. 

The BMW Motorsport trademarks are owned by BMW AG and are used under license. 

General Motors trademarks used under license to Microsoft Corporation. 

Chrysler is a registered trademark of DaimlerChrysler Corporation, which is used under license. 

© DaimlerChrysler Motors Company, LLC 2003. 

Dodge is a registered trademark of DaimlerChrysler Corporation, which is used under license. 

© DaimlerChryslerCorporation 2003. 

American Motors is a registered trademark of DaimlerChrysler Corporation, which is used under license. 

© DaimlerChrysler Corporation 2003 

Mustang Boss 429, GT40 MK, Mustang Cobra R, Mustang, Focus SVT, Ford GT are trademarks used under 

license from Ford Motor Company. 

Ferrari, Enzo Ferrari, Ferrari F50, Ferrari F40, Ferrari 360 Modena F1, Ferrari 333SP, Ferrari 330 P4, Ferrari 

Challenge Stradale, Ferrari 575M, Ferrari 550 Maranello, Ferrari Dino 246 GT, Ferrari 250 GTO, Ferrari 

F355 Berlinetta, Ferrari F355 Challenge, Ferrari 512TR, and all associated logos, distinctive designs are 

trademarks of Ferrari S.p.A. 

Honda®, the 'hi' logo®, Acura®, the stylized 'A' logo®. Civic®, Type-R™, Integra Type-R®, NSX® Type- 

R™, S2000®, RSX®, Type-S™, VTEC®, NSX-R™, Type-SH™, CRX™, DEL SOL®, Si-R™, ACCORD®, 

PRELUDE®, CL™, HFP Honda Factory Performance™, A-SPEC™ names, emblems and body designs are 

trademarks and/or intellectual property rights of Honda Motor Co., Ltd. and used under license to Microsoft 

Corporation all rights reserved. 

Hyundai, Tiburon, and associated logos, emblems and body designs are trademarks and/or other 

intellectual property of Hyundai Motor Company and are used under license to the Microsoft Corporation. 

The word 'Jaguar', the leaping cat device, and the characters 'E-Type', and 'XJ220' are the trademarks of 

Jaguar Cars Ltd., England and are used under license. 

The Koenigsegg and the Koenigsegg CC 8S trademarks are used by Microsoft with permission from 

Koenigsegg Automotive AB. 

Lancia, Lancia Stratos, Lancia Delta Integrale Evo all associated logos, and the Lancia Stratos, Lancia Delta 

Integrale Evo distinctive designs are trademarks of FIAT Auto S.p.A. 

Approved and Licensed Product of Group Lotus pic 

Mazda, RX-8, RX-7, MX-5, Protege, Mazda 3, Miata and Mazdaspeed names, emblems and body designs 

are trademarks and/or intellectual property rights of Mazda Motor Corporation and used under license to 

Microsoft Corporation. 

DaimlerChrysler, Three Pointed Star in a Ring and Three Pointed Star in a Laurel Wreath and Mercedes-Benz 

are Trademarks of and licensed courtesy of DaimlerChrysler AG and are used under license to Microsoft 


Mitsubishi, Lancer Evolution VII, VIII, FTO GP, Eclipse, and 3000GT name, emblems and body designs are 

trademarks and/or intellectual property rights of Mitsubishi Motors Corporation and used under license to 

Microsoft Corporation. 

Mugen name and emblems are trademarks of MUGEN Co., Ltd. and used under license from M-TEC Co., 

Ltd. to Microsoft Corporation. 

Nissan, R390, 300ZX, Altima, Fairlady, Silvia, Skyline, R34 GTR Niir, 350Z, Z33, 240SX, Infiniti, G35, Datsun 

and 240Z names, emblems and body designs are trademarks and/or intellectual property rights of Nissan 

Motor Co., Ltd. and used under license to Microsoft Corporation. 

nismo, GT1 , names, emblems, body and part designs are trademarks and/or intellectual property rights of 

Nissan Motorsports International Co., Ltd. and used under license to Microsoft Corporation. 

%i\ « ii J 


Opel, Astra, Emblems, and body design are Adam Opel AG Trademarks and used under license to Microsoft. 
Opel Astra V8 Coupe 24 h Niirburgring is used with permission and under 
license from Opel Performance Center GmbH, Germany 

Pagani, Zonda S all associated logos, and the Zonda S distinctive designs are trademarks of Pagani 
Automobili S.p.A. 
Panoz Motorsport Georgia, Inc. 

Merci a AUTOMOBILES PEUGEOT pour son aimable collaboration. 

Porsche, the Porsche crest, 91 1 , RS, Carrera and Boxster are registered trademarks of Dr. Ing. h.c. F. 
Porsche AG. Sublicensed from Dr. Ing. h.c. F. Porsche AG 
Merci a RENAULT s.a.s. pour son aimable collaboration. 
Toyota, AE 86 Sprinter Trueno GT Apex, 2000gt, GT-One, MR2, MR-S, Altezza, Camry, Celica, Soarer, Supra, 
Lexus SC430, names, emblems and body designs are trademarks and/or intellectual property rights of 
Toyota Motor Corporation used under license to Microsoft Corporation. 

The likenesses of the TVR Tuscan, TVR Cebera Speed 12 are used with permission, and are the Property of 
TVR Engineering LTD. 

Saab, 9-3, Viggen emblems and body design are Saab Trademarks used under license to Microsoft. 
Thanks to SEAT, S.A. 

Saleen®, all its vehicle names, and Saleen's proprietary designs are registered trademarks of Saleen, Inc. 
used under license to Microsoft Corporation. 

'Shelby®', 'Cobra®', 'Shelby GT-500KR™', 'Shelby Series One® and 'Shelby Series One Logo™' are 
registered trademarks and intellectual properties of Carroll Shelby and Carroll Shelby Licensing, Inc. and 
are used by Microsoft Corporation under license. 

Subaru and Impreza are the registered trademarks of Fuji Heavy Industries Ltd. The Impreza WRX STi 
Spec-C (Japan Spec) was modified with permission for use in Forza Motorsport™. 
Vauxhall, VX220, Emblems and body designs are Vauxhall Motor Company Limited trademarks used under 
license to Microsoft Corporation. 

Trademarks, design patents and copyrights are used with the permission of the owner Volkswagen AG. 
Volvo and S60R names, emblems, body designs, trademarks and/or intellectual property rights are used 
under license by Microsoft Corporation, and approved by Volvo Cars of North America, LLC. 


Mazda Raceway Laguna Seca is operated by SCRAMP and used under license by the Microsoft Corporation 

Nurburgring GmbH 

The Silverstone Circuit is a registered trade mark of the British Racing Drivers Club and held under license 

by Silverstone Motorsport Ltd. 

Tsukuba Circuit and JASC words and design marks are used under license by the Microsoft Corporation. 

Road America is used under license by the Microsoft Corporation. 

Road Atlanta is used under license by the Microsoft Corporation 


International Motor Sport Association (IMSA) 

SCCA Pro Racing, Inc. 

GT Association logo and teams are used under license by the Microsoft Corporation. 


0»Z Racing logo is used by Microsoft Corporation with the permission of 0»Z S.p.A 

Mopar is a trademark of the DaimlerChrysler Corporation. 

Sparco is used by Microsoft Corporation with the permission. 

All rights reserved. All Trademarks, Tradedress, Design Patents, Copyrights and Logos are the Property of 
their respective Owners. 






Lead Program Manager 

Garrett Young 
Program Manager 

Jo Clowes 
Lead Game Designer 

Dan Greenawalt 
Game Designers 


Christian Vanover 

David Bennett (FILTER) 

John Fell (FILTER) 

Brian Taney (FILTER) 

Brian Yeung (S&T Onsite) 
Development Lead 

Andrew Kertesz 

Richard Bailey 

Juan Carlos Arevalo Baeza 

Chad Barry 

Dan Beenfeldt 

Barry Brumitt 

Peter Chapman 

Craig Cook 

Bob Crocco 

Glenn Doren 

David Eichorn 

Andrew Fomichev 


Mark Hatton 

Jesse Janosov 

Aaron Ogus 

Chris lector 

Phil Teschner 



Paul Furio (Volt) 

David Player (Volt) 

Rolland Waters (Excell Data 

Art Lead 

Art Production 

Jennie Chan 

Matt Collins 

Gabe Garcia 

Kevin Gee 


Colin Kawakami 

Kaari King 

Mark Peasley 

Gavin Vaden 

Eugene Wong 

Dave Adams (FILTER) 
, Emmanuel Athans (FILTER) 
I Derek Bentley (FILTER) 
^ Ryan Blinsky (FILTER) 

Max Braun (FILTER) 

Michael Bray (FILTER) 
Tyler '59' Brunkhorst (FILTER) 
John Carlton (FILTER) 
Dane Egenes (S&T Onsite) 
Noah Kaarbo (FILTER) 
Aubrey Pullman (FILTER) 
Ryan Sanders (S&T Onsite) 
Howard Schargel (FILTER) 
Ben Shively (S&T Onsite) 
Ken Studebaker (FILTER) 
Marvin Washington (S&T 

Additional Game Art 
Valkyrie Entertainment 
Glass Egg Digital Media 
Dhruva Interactiv 

Art Content Coordination 
Laura Henion (S&T Onsite) 
Jennett Morgan (S&T Onsite) 
Jeff Palmer (Volt Computer) 
Todd Van Home (S&T Onsite) 

Test Lead 
Christian (Squido) Owens 

Automation Test Support 
Steve Dolan 
Steve Larson 
Andrew Marthaller 
Steve Robinson 

Code Test Team 
Mario Rodriguez 
Rahsaan Shareef 
Rob Fulwell (Volt) 
Kelly Kristek (Volt) 
Mathew Montgomery (Volt) 

Content Test Team 
Brandon Baker (Volt) 
Larry Bridges (Volt) 
Scott CatI in (Volt) 
Wendy Church (Volt) 
Matt Hanson (Volt) 
Rene Holt (Volt) 
Sean Howley (Volt) 
Eric Stephenson (Volt) 
Justin Wood (Volt) 

Multiplayer Test Team 
Jeff Stephens 
Sheldon Bono (Volt) 
Shaun (cextion) Crumb (Volt) 
Eric Johnson (Volt) 
Matthew Kangas (Volt) 
Michael McManus (Volt) 

Dynamics and Audio 

Test Team 
Joel Robinson 

Matthew Laverty (Volt) 

Dave Neel (Volt) 

Jay Spang (Volt) 

Gordon Watanabe (Volt) 
Regression Test Team 

Karl LeDoux (Volt) 

Troy (Malocchio)Warr (Volt) 

Scott Warr (Volt) 
Smoke Team 

Adam Dare 

Kevin Frost (Volt) 

Joseph Vincenzi (Volt) 
Demo Test Lead 

Jeff Shea 
Loc and TA Test Lead 

Kevin (Gaiden) Darby 
Gameplay Recon 

Pablo Basilio (Volt) 

Nathan Gilbert (Volt) 

Justin Royter (Volt) 

Mark Uyeda (Volt) 
Content Writing Lead 

Fred Northup, Jr. 
Technical Editor 

Beth Demetrescu 
Additional Writing 

Walter Kong 

Chris Novak 

Joel Robinson 

Jeff Palmer (Volt) 
Audio Lead 

Greg Shaw 
Sound Design 

Peter Comley 

Ken Kato 

Greg Shaw 

Nassim Ait-Kaci (FILTER) 

Mike Caviezel (FILTER) 

Mary Olson (Orasound) 

Tawm Perkowski (FILTER) 

Mark Price (Volt) 
Sound Lab Director 

Jerry Schroeder 
Audio Content Coordinators 
and Advisors 

Mark Price (Volt) 

Chris Vincent (S&T OnSite) 

Justin Wood (Volt) (S&T 

Audio Programming 

Richard Bailey 
Music Supervisor 

Matthew Lee Johnston 

All original music 
composed and produced by 

Junkie XL 

Microsoft Research 

Mark Hatton 

Ralf Herbrich 

Simulation Subject 
Matter Experts 

Brian Beckman 

Michael Kallay 

Neil Konzen 

Eric Leonhardt 
Manual Design 

Chris Lassen 

Dana Ludwig 

Director of Global Product 

Chris Di Cesare 
Global Group Product 

Scott Lee 
Global Product Manager 

Michael Johnson 
User Testing Project Leads 

Daniel V Gunn 

Boyd Morrison 
User Testing Assistants 

Daniel Mayes (Excell) 

Kelly Meyers (Excell) 
Product Support 

Craig Stum 
Business Manager 

Business Development 

Walter Kong 
Licensing Manager 

Kathy Moon Chu Kim 
Licensing Coordinators 

Denise Heimel (Volt) 

Frances King (Volt) 

Andrew Lamb (Volt) 


Bob Williams (Volt) 
Music Licensing 

Lily (Linda) Kohn 

Jama Cantrell, Senior 

Hubert Cheng, Attorney 
Sue Stickney, Paralegal 
TiAnna Jones, Paralegal 

Localization Program 

Jenni Gant 

e the in-game credits for the complete list of Forza /Wotorsport team members. 

Special Thanks 

Josh Atkins, Chenelle Bremont, Nate Brooling, Jeff Dack, Craig Davison, Clinton Fowler, Eli Friedman, Bill Fulton, Kai Gushima, 
Greg B. Jones, Shane Kim, Justin Kirby, Adam Kovach, Ken Lobb, Shannon Loftis, Jeremy Los, Caroline McNiel, James Miller, 
Mike Minahan, Oliver Miyashita, Bill Nielsen, Murray Pannell, Frank Pape, Laura Peasley, Jimbo Pfeiffer, Chris Satchell, 
Charlie Scibetta, Stacie Scattergood, Bradley Shelton, Phil Spencer, Todd Stevens, Jo Tyo, Andrew Walker, Bobbie Washatka, 
Dennis Wixon, Guy Whitmore, Matt Whiting, Kiki Wolfkill, MS Studios, and the Forza Subject Matter Expert team. 
Thank you to all our automotive partners. Thanks to the localization teams in Dublin, Japan, Korea, and Taiwan. 

N M ^ I i» I 


Limited Warranty For Your Copy of 
Xbox Game Software ("Game") Acquired in 
THE United States or Canada 

Microsoft Corporation ("IVIicrosoft") warrants to you, the original purchaser of the 
Game, that this Game will perform substantially as described in the accompanying 
manual for a period of 90 days from the date of first purchase. If you discover a 
problem with the Game covered by this warranty within the 90-day period, your 
retailer will repair or replace the Game at its option, free of charge, according to 
the process identified below. This limited warranty: (a) does not apply if the Game 
is used in a business or for a commercial purpose; and (b) is void if any difficulties 
with the Game are related to accident, abuse, virus or misapplication. 


Warranty claims should be made to your retailer. Return the Game to your retailer 
along with a copy of the original sales receipt and an explanation of the difficulty you 
are experiencing with the Game. At its option, the retailer will either repair or replace 
the Game. Any replacement Game will be warranted for the remainder of the original 
warranty period or 30 days from receipt, whichever is longer. If for any reason the 
Game cannot be repaired or replaced, you will be entitled to receive your direct (but 
no other) damages incurred in reasonable reliance but only up to the amount of the 
price you paid for the Game. The foregoing (repair, replacement or limited damages) 
is your exclusive remedy. 


This limited warranty is in place of all other express or statutory warranties, 
conditions or duties and no others of any nature are made or shall be binding 
on Microsoft, its retailers or suppliers. Any implied warranties applicable to 
this Game or the media in which it is contained are limited to the 90-day period 
jurisdictions do not allow limitations as to how long an implied warranty lasts and/ 
or exclusions or limitations of incidental or consequential damages so the above 
limitations and/or exclusions of liability may not apply to you. This limited warranty 
gives you specific rights, and you may also have other rights that vary from state/ 
jurisdiction to state/jurisdiction. 

For questions regarding this warranty contact your retailer or Microsoft at: 

Xbox Product Registration 
Microsoft Corporation 
One Microsoft Way 
Redmond, WA 98052-9953 USA 
In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX. 




Jiff I 




Technical support is available 7 days a week including holidays. 

■ In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX. 

■ In Mexico, call 001-866-745-83-12. TTY users: 001-866-251-26-21. 

■ In Colombia, call 01-800-912-1830. 

For more information, visit us on the Web 

Information in this document, including URL and other Internet Web site 
references, is subject to change without notice. Unless otherwise noted, 
the example companies, organizations, products, domain names, e-mail 
addresses, logos, people, places, and events depicted herein are fictitious, and 
no association with any real company, organization, product, domain name, 
e-mail address, logo, person, place, or event is intended or should be inferred. 
Complying with all applicable copyright laws is the responsibility of the user. 
Without limiting the rights under copyright, no part of this document may be 
reproduced, stored in or introduced into a retrieval system, or transmitted in 
any form or by any means (electronic, mechanical, photocopying, recording, 
or otherwise), or for any purpose, without the express written permission of 
Microsoft Corporation. 

Microsoft may have patents, patent applications, trademarks, copyrights, or 
other intellectual property rights covering subject matter in this document. 
Except as expressly provided in any written license agreement from Microsoft, 
the furnishing of this document does not give you any license to these patents, 
trademarks, copyrights, or other intellectual property. 

The names of actual companies and products mentioned herein may be the 
trademarks of their respective owners. 

Unauthorized copying, reverse engineering, transmission, public performance, 
rental, pay for play, or circumvention of copy protection is strictly prohibited. 

© & © 2005 Microsoft Corporation. All rights reserved. 

Microsoft, Drivatar, Forza Motorsport, the Microsoft Game Studios logo, 
OptiMatch, Xbox, Xbox Live, the Xbox Live logo, and the Xbox logos are either 
registered trademarks or trademarks of Microsoft Corporation in the United 
States and/or other countries. 


DI G I T A L Manufactured under license from Dolby Laboratories. 

Uses Bink Video. Copyright © 1 997-2005 by RAD Game Tools, Inc. 




^ I 

S I ^ I 1 1 ' 
I £■■£ 4 1 1 1 

■p- S te i S s S 

:g £ ". 1 1 r ■ 

S|f J«NJ|||i|i 

"15 5 
oT •*- o 

£ 1« o o 

.5 « "S 

o re IPX) .tc 

.« E = "S 

> ±^ (B O 

O. 3 -a f 

■E S=-.E^« gS)2 = i 



(0181)5 g>Toi)'V£-=£-ig re £ 
52 — — 04^>>res^^ ^re 

3 ~ laa * 

2,12 : 

t<- ^ " I g c3 


=5 I -o tS S "^ 

^1 «f s§ 
E '^ i i i s 


CM |ii||| 
^ 1 " 1 1 S s 

ti § d. ™ i 1 ^ 



^ =E iJ ■? S ■= S 

i? ^ ti .«2 -5 = o 

ip o 2 £ — 5 

:^ iBA o E 5 oc 

£ 2 s S 2 

55^iE f ■ 

0} (B 3 (B (B 

■5 .2 o- Q. ^